Dey, Rahul ; Konert, Johannes
Hrsg.: Dörner, Ralf ; Göbel, Stefan ; Kickmeier-Rust, Michael ; Masuch, Maic ; Zweig, Katharina (2016)
Content Generation for Serious Games.
In: Entertainment Computing and Serious Games
doi: 10.1007/978-3-319-46152-6_8
Buchkapitel, Bibliographie
Kurzbeschreibung (Abstract)
Content is a key component for successful computer games and it is also one of the most labour and time intensive tasks a game developer can face. As the scale of contemporary games increases, players come to expect higher standards of fidelity and immersion, thus increasing the need to create large amounts of content. This chapter focuses on the creation of content for serious games, particularly research that can aid designers and game developers in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games.
Typ des Eintrags: | Buchkapitel |
---|---|
Erschienen: | 2016 |
Herausgeber: | Dörner, Ralf ; Göbel, Stefan ; Kickmeier-Rust, Michael ; Masuch, Maic ; Zweig, Katharina |
Autor(en): | Dey, Rahul ; Konert, Johannes |
Art des Eintrags: | Bibliographie |
Titel: | Content Generation for Serious Games |
Sprache: | Englisch |
Publikationsjahr: | 6 Oktober 2016 |
Ort: | Berlin |
Verlag: | Springer |
(Heft-)Nummer: | 9970 |
Buchtitel: | Entertainment Computing and Serious Games |
Reihe: | Lecture Notes in Computer Science |
Band einer Reihe: | 9970 |
DOI: | 10.1007/978-3-319-46152-6_8 |
URL / URN: | http://www.springer.com/de/book/9783319461519#aboutBook |
Kurzbeschreibung (Abstract): | Content is a key component for successful computer games and it is also one of the most labour and time intensive tasks a game developer can face. As the scale of contemporary games increases, players come to expect higher standards of fidelity and immersion, thus increasing the need to create large amounts of content. This chapter focuses on the creation of content for serious games, particularly research that can aid designers and game developers in generating large amounts of content quickly and effectively. While game developers have had many tools and methods for creating content for standard computer games, this chapter will concentrate on the types of content specific to serious games. |
Fachbereich(e)/-gebiet(e): | 18 Fachbereich Elektrotechnik und Informationstechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik 18 Fachbereich Elektrotechnik und Informationstechnik > Institut für Datentechnik > Multimedia Kommunikation |
Hinterlegungsdatum: | 09 Mai 2017 07:40 |
Letzte Änderung: | 24 Jan 2023 13:46 |
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